Posts Tagged ‘Games’

Tick, tack, clack! We’ve just got our own Fishlabs-branded foosball table!

Wednesday, March 13th, 2013

Fishlabs Entertainment - Branded foosball in the new office in Hamburg - THUMBNAILAlmost the entire Fishlabs team had been eagerly awaiting this moment for weeks and even months. And yesterday it had finally happened. At round about 10 o’clock in the morning we got a call from the transport company, telling us that a pretty big package had just been delivered to the foyer of our office building. Weighing more than hundred kilograms and measuring about two-and-a-half square meters, this giant cardbox monster contained a brand-new and feverishly anticipated addition to the Fishlabs team: our very own foosball table! We already had one in the old office in Hamburg/Winterhude, but according to those daring (or desperate) enough to give it a try, that older table wasn’t exactly a quality product. The new one, however, is a high-class, pro-quality Leonhart table that leaves nothing to be desired. So there’s a good chance that quite a few Fishlabs employees will stay a few hours longer at the office from now on and score a couple of goals after work[full]

Fishlabs Entertainment - Branded foosball table in the new office in Hamburg - DELIVERY

Yesterday, we already shared that photo on Facebook and asked our fans what could be in the cardboard box... among others, they guessed a corpse, a space ship or an iPad with a 60-inch-display... ;)

When it comes to the table’s design, we have not only chosen white and blue players in order to represent the Fishlabs CI as closely as possible, but we have also branded all four sides of the table with our iconic anglerfish and the “Blauer Fisch” logo. For those of you who haven’t heard it yet, the “Blauer Fisch” (which is German for “Blue Fish”) is an un-official office party that we’re having on the last Thursday of the month. There, we usually have a couple of beers, play a couple of rounds of FIFA 13 or Soul Calibur V on the Xbox 360 and generally have a good and relaxed time together. And from now on we’ll surely also be playing quite a lot of foosball at the “Blauer Fisch” as well.

Fishlabs Entertainment - Branded foosball table in the new office in Hamburg - INSIDE THE BOX

Getting the table up to our office on the 5th floor turned out to be quite tricky... luckily we were able to cramb it into the elevator once we took it out of the cardboard package.

All in all, the production and delivery of the customized Fishlabs table took about four weeks and it was more than worth the wait! We’ve already build it up yesterday evening after work and played a couple of matches. It’s helluva good fun and the table plays absolutely smoothly. So here’s to a lot of hard-fought foosball matches in Fishlabs office. Cheers!

Fishlabs Entertainment - Branded foosball table in the new office in Hamburg - READY!

There it stands in all its glory and beauty: Our very own Fishlabs foosball table! :)

BTW: The colours of the players do not only resemble our own Fishlabs colours, but they also match those of my favourite soccer club, the Hamburger Sport Verein. What club do you cheer for and what colours would you have chosen for the players? Let us know in the comments!

Fishlabs Entertainment + Character Communications = Proelios Brand Gaming

Thursday, January 31st, 2013

BLOG-proelios-brand-gaming-mobile-iphone-android-THUMBNAILIf you’ve kept at least a halfway careful eye on the developments and progresses of the digital entertainment industry over the past couple of years, you will surely have noticed that mobile gaming is currently booming like never before. And even though there are already hundreds of millions of smartphones and tablets in circulation all over the world, there is still no end in sight for the mobile revolution. No matter what country you visit or what city you roam, you will hardly find a place on Earth anymore where you can pivot 360 degrees without seeing at least a dozen people with a smartphone or a tablet in their hands. And that somewhat-bold-yet-accurate statement is not only valid for established markets such the USA, Canada or Western Europe, but also for up-and-coming growth markets such as China, Russia or South America. Ever since the first iPhone hit the retail shelves in 2007 and changed the mobile landscape from scratch, mobile usage has been skyrocketing beyond our wildest imagination![full]

BLOG-proelios-brand-gaming-mobile-iphone-android-SCC

Needless to say, international top brands have recognized this phenomenon just as clearly as hardware manufacturers, app developers, advertising companies, retail chains, consumers and just about everyone else in the world has. And they’ve sensed a more than profitable business here. When almost everyone uses their smartphone or tablet to play casual, mid- and hardcore titles on the go and at home these days, this means that there is a enormously huge and lively audience out there – just waiting for their favorite brands to engage with them via their new favorite toys! And what better way is there to get hold of that audience then encouraging them to experience the brand and its respective philosophy and products in a non-intrusive, voluntary and – most important – entertaining way?

BLOG-proelios-brand-gaming-mobile-iphone-android-GAMES

And that’s where Proelios comes into play. Specialized in high-quality brand games for all relevant mobile platforms, the new joint venture between industry veterans Fishlabs Entertainment from Hamburg, Germany and Character Communications from Essex, UK has made it their task to connect brands and consumers in a way stronger and long-lasting way than traditional means of advertising could ever achieve.

BLOG-proelios-brand-gaming-mobile-iphone-android-TEAM
While the Fishlabs side of Proelios will put the main focus of their work on the acquisition of clients in Germany, the Character Communications side of the agency will mostly engage in field work in the UK. With dozens of years of experience as well as invaluable expertise and industry insight, the driving forces behind Proelios know the mobile landscape and the brand game market better than the palm of their hands. So no matter what goal you want to achieve or what audience you want to engage, Proelios will surely have the right solution for you at hand. After all, these are the same guys who brought some of the most successful brand games of all time, such as the 28 million downloads hit Waterslide Extreme for Barclay Card or the multi-award-winning racing spectacle Sports Car Challenge for the Volkswagen Group China, to the App Store and Google Play! If you’d like to find out more about the people behind Proelios as well as their services and references, feel free to check out www.proelios.com.

Rising High – Welcome to Fishlabs‘ new Office Space

Tuesday, January 29th, 2013

BLOG - Welcome to Fishlabs' new Office Space in Hamburg - THUMBNAILIf you’ve followed our story over the past couple of months, you will have noticed that we’ve recently added quite a lot of new talent to our team. Consequently, office space has more and more turned into a rare and highly treasured commodity at the Fishlabs headquarters. But that’s no longer the case. Because in late 2012 we’ve signed a rental agreement for an additional open-plan office on the fifth floor of the same building at Roedingsmarkt, whose first floor we’ve been occupying since our relocation to the very center of Hamburg in August 2011. And today the marketing and QA departments have finally moved to their new place of work.[full]

BLOG - Welcome to Fishlabs new Office Space in Hamburg - BUREAU

Our open-plan office on the fifth floor is still a bit empty... let's wait and see how long it will stay like that. ;)

There’s still quite a bit of work to be done here – e.g. our kitchen including the indispensible coffee maker won’t be ready before the end of the week – but nevertheless we’ve grown really fond our new work space right away. It’s bright, fresh, spacious and overall very inviting. And in round about a month, we’ll even get our very own Fishlabs foosball table!

BLOG - Welcome to Fishlabs new Office Space in Hamburg - TOBI

Yours truly at his new workplace. Among others, the dev diaries for our next sci-fi game for iPhone and iPad will be written here in the not-too-distant future...

Another big advantage of the addition of another bureau is the fact that we now have quite a lot of space at hand. This means that at least in the foreseeable future we won’t have to worry anymore about where exactly our new employees will sit and work. If you keep in mind, that we still have about a dozen open vacancies posted in our “Jobs” section over at Fishlabs.net, this instance comes in more than just a little handy…

BLOG - Welcome to Fishlabs' new Office Space in Hamburg - VIEW

If I lean out of the window, that’s what I see at the moment… thanks God I didn’t drop my iPhone into the ice-cold waters of the Alster.^^

Well, everybody… that’s it for now. We hope you enjoyed this little peak behind the scenes. We’ll surely keep you in the loop about all upcoming news from the Fishlabs headquarters and we’ll also post some more pics of our new bureau on Facebook in the future. So if you’d like to get some exclusive insight into our doings here at Fishlabs, be sure to like www.facebook.com/fishlabs and www.facebook.com/galaxyonfire right away.

P.S. We’re making progress by the hour here, so today (roughly 24 hours after this blog had originally been posted) it already looks a lot more comfortable here than it did yesterday. Here’s another bunch of red-hot pics for your to enoy! ;)

 

BLOG - Welcome to Fishlabs' new Office Space in Hamburg - SEBASTIAN

Our Senior Community Manager Sebastian at his new work place. If you're registered to our forums or if you've have ever written us a ticket, there's a good chance you've already made his acquaintance.

BLOG - Welcome to Fishlabs' new Office Space in Hamburg - LP

Tough question: Does anyone of you recognize the vinyl record that our Lead Web Developer Christian is checking out in the background?

BLOG - Welcome to Fishlabs' new Office Space in Hamburg - QA

Meet Fishlabs' QA department... if you were a bug, there'd be no hiding from these guys. ;)

The Year in Review – Thank you for an amazing 2012, everybody!

Friday, December 21st, 2012

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Games)Let’s just assume the calculations of the Maya have been just as wrong as Khador’s early assumptions of how to stop the supernova in the correspondent second add-on to the GOF2 saga. If that’s the case, we’ll still be safe and sound tomorrow and I haven’t wasted some of my precious final hours on this blog. And honestly… the last 12 months have simply been too awesome and we still have too many aces up our sleeves to just call it a quits tomorrow. So let’s not waste any more thoughts on that stupid end-of-the-world prophecy and rather focus on the here and now instead. Since we’ll have company holidays from December 22nd to January 6th, this will be our final blog for 2012 and hence I’d like to take the chance to look back at the previous year and recap some of the most interesting, important and entertaining happenings and events of 2012 for you. After all, quite a lot has happened at the Fishlabs headquarters in the course of the past 365 days. So here we go.[full]

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Games) - SUPERNOVA

The new Supernova add-on, which is available for iPhone, iPad, iPod touch and Mac, is without doubt the most spectacular episode of the Galaxy on Fire saga to date!

We kicked off 2012 with some pretty cool news for all fans of our flagship title Galaxy on Fire 2. Because not only did we announce the long-awaited HD and Full HD versions of the critically acclaimed Valkyrie add-on in the first week of January, but also did we announce the development of a brand-new second add-on by the name of Supernova a mere 12 days later. While Valkyrie HD for iPhone 4S, iPad 2 and later iOS devices as well as Valkyrie Full HD for Mac did indeed find their way into the App Store as intended in early March, the release of the Supernova add-on was a bit more tricky. In order to make that the new expansion pack would be even bigger and better than expected, we had to postpone its release date two times in order to implement even more features and make sure that Supernova would hit the virtual shelves simultaneously in SD, HD and Full HD. We really put a helluva lot of blood, sweat and tears into that thundering conclusion to the GOF2 saga and I think that it was more than worth it! Here at the Fishlabs office, everyone’s more than happy with how the second add-on turned out and judging from the feedback we got so far, you guys are pretty fond of it as well.

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Games) - DEV DIARIES

Over a period of more than half a year, our bi-weekly Supernova developer diaries enabled the fans to get a lot of first-hand insight into the production of the new GOF2 add-on.

One thing that I personally enjoyed a lot about the development of Supernova were the developer diaries, which we published on a regular bi-weekly basis prior to the release of the new add-on. Since I had to write ‘em, they did not only pose a great opportunity to gain some first-hand insight into the creation of the game, but also did they turn out to be the most popular set of blog entries we’ve posted to date! All in all, we’ve posted a total of 19 dev diaries for Supernova over a period of more than half a year, which generated no less than 1.620 comments and over 100.000 page impressions! Thanks a lot for your awesome feedback and active participation, guys. I really hope that you’re all gonna be around again when we start the dev diaries for our next game!

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Gaming) - GDC and GAMESCOM 2012

At GDC 2012, the Fishlabs company booth was designed like a skybox from the red-hot Supernova expansion for iPhone, iPad, iPod touch and Mac!

About a month before the actual release of Supernova, we also went to Cologne in order to promote the Supernova add-on as well as the PC version of the main game Galaxy on Fire 2 at GDC Europe and Gamescom, the biggest gaming exhibition in the world! It was a fantastic trip and we met a lot of amazing people – business partners, journalists and fans alike. Cheers to everyone who stopped by at our booth, checked out our games and chatted with the Fishlabs staff. If you’re gonna be in Cologne next summer, please pop in on our business and consumer booths again and say “Hi!”

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Gaming) - GOF2 FULL HD

Galaxy on Fire 2 Full HD got positive reviews in almost all relevant gaming magazines, such as PC Games from Germany.

Needless to say, the aforementioned PC release of Galaxy on Fire 2 as boxed copy as well as digital download via Steam and Origin has been one of the undisputed highlights of 2012 as well. After all, many of us started playing video games at a time when mobile devices, let alone mobile games, were still little more than distant dreams of the future. And hence we were all the more proud when we finally held the boxed copies of our flagship title in our hands!

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Gaming) - SPORTS CAR CHALLENGE

Markus Nels, Director of the Sports Car Project in China, with the Global Innovation Annual Award 2012 for Sports Car Challenge.

But not only our own IPs have performed mighty fine in 2012. The same is valid for our brand games as well, especially Sports Car Challenge. In between February and August 2012, the high-end 3D racing simulation for iOS and Android, which we developed in cooperation with the Volkswagen Group China and six of its most prestigious brands, received a total of 7 free content updates – each of which included either a new car or a new race track. And the fans loved it. All in all, SCC has not only generated more than 5.000.000 downloads worldwide, but also received no less than four internationally acclaimed marketing awards on three different continents! After winning the Best Cars Award 2012 in the category “New Media Innovation Of The Year”, the title went on to win the Digital Communication Award 2012 in the category “Corporate Games” and the Mobile Excellence Award 2012 in the category “Best Entertainment Related Marketing Campaign” as well. And just a few days ago, Sports Car Challenge rounded off an extremely successful year by winning the Global Innovation Annual Award 2012, which is handed out by China’s Global Entrepreneur magazine, too. And we’re not done yet… so let’s see what 2013 will bring!

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Gaming) - FANTA FRUIT SLAM

Fanta Fruit Slam is a colourful dodgeball-meets-food-fight game for iOS and Facebook, featuring all your favorite members of the Fanta crew.

Another brand game project that we’re very proud of is Fanta Fruit Slam, a colourful arcade game for iOS and Facebook, which we developed for The Coca-Cola Company. It’s been a great experience to work with one of the biggest soft drink companies in the world and we’re really happy to welcome such a renowned brand among our clients. Fanta Fruit Slam offers an entertaining single- and multiplayer gaming experience to kids, teenagers and adults alike and enables them to challenge each other in a competitive yet light-hearted way. The Facebook version, which has already been released in October 2012, is currently being enjoyed by no less than 200.000 monthly active users and the iOS version, which just went live on the App Store a day ago, is experiencing a more than promising start as well. This being said: Fruit on, guys!

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Gaming) - LASERTAG

Would you really wanna mess with these guys? If so, send us an email and challenge us to a lasertag match hosted by The Imperial Lasertag Academy!

With our titles being that well received by fans and media alike, you can imagine that the company itself has also had quite a good year in 2012. All in all, we’ve been able to welcome more than 20 new colleagues among our rows and embrace a lot of valuable expertise and amazing talent in all areas of our business. Despite the fact that our team has gotten bigger and bigger every month, the atmosphere at the Fishlabs headquarters has been really great throughout the last year and we’re not only working hard to reach our milestones and achieve our goals, but we’re also having a pretty good time together – inside and outside the office. Besides the projects we’ve been working on together, we’ve also taken part in quite a few kick-ass activities throughout the past 12 months, such as a canoe tour on the Alster, a harbor tour with free drinks or laser tag matches against fellow gaming companies, such as Bytro Labs and Northworks. And given the fact that the last people went home at 7 o’clock in the morning, I think it’s safe to say that our company Christmas party has been quite a success as well.

Fishlabs Entertainment - The Year in Review - 2012 (iPhone, iPad, iOS, Mobile Gaming) - GROUP SHOT

Fishlabs Entertainment wishes all of their fans, friends and business partners a Merry X-Mas and a Happy New Year! Thanks for the amazing support, guys!

Okay, guys. That’s it for 2012. I hope you enjoyed this little retrospective of Fishlabs’ most important events of the last year… now it’s your turn! Please let us know in the comments what you liked best about 2012 and what you’re hoping for in 2013. Thanks a million for the amazing support you’ve given us so far. We really have a lot of cool stuff in the pipeline, so if you enjoyed our work so far, you might wanna stick around here next year as well. We wish you all a merry Christmas and a Happy New Year… see y’all in January!

The Droids are back in Town – Fishlabs at Droidcon 2012

Tuesday, March 27th, 2012

Droidcon 2012On March 13th and 14th, our Marketing Manager Marc, our Junior Marketing Manager Daniel and our Android Lead Programmer Holger went to Berlin, where Fishlabs took part in the fourth instalment of the Droidcon, the world’s largest independent Android developer gathering. The line-up of the event featured renowned hardware manufacturers such as Sony, Nokia and Intel as well as popular gaming companies such as Fishlabs, InnoGames and Xyrality and the programme was jam-packed with lively speeches and interesting lectures. At our booth, we had showcased the Android version of Galaxy on Fire 2 and introduced Fishlabs Entertainment to a widespread audience consisting of students, journalists, associates and potential business partners. All in all, we had a great time at Droidcon 2012, met a lot of cool people and were able to make quite a few promising new contacts.[full] To get an impression of what Droidcon 2012 was like, please check out the clip below.

For more info on the event, feel free to visit the Droidcon’s official website at www.droidcon.com.

Annual Review 2011 – Thanks for your support, guys!

Friday, December 23rd, 2011

German Game Developer Awards 2011Hello Fishlabs fans, the year 2011 is almost over and we’d like to thank our friends, community, business partners and media contacts for all the support you’ve given us in the past 12 months. The last year had been really successful for us and a lot of amazing things have happened here at the Fishlabs camp. All in all, we have released five new games (three own titles and two brand games) throughout the course of this year, won a couple of prestigious awards and ported our flagship title, the highly popular sci-fi shooter and trader Galaxy on Fire 2, to a whole variety of new platforms and systems.[full]

The year 2011 kicked off really nicely with our action-packed fun sports spectacle Snowboard Hero winning two IMGAwards in February and being officially released on the App Store in March. In April we then ported our popular sci-fi shooter Galaxy on Fire 2 to Android in an exclusive Xperia PLAY version and later on that month, the game’s first add-on Valkyrie saw the light of day as well. In June another Android version followed especially for Tegra 2 devices and in July we released the arcade hit Waterslide 2.

Snowboard Hero by Fishlabs

Snowboard Hero by Fishlabs

In August we moved to a beautiful new office building right in the heart of Hamburg city and in September we celebrated the very first release of a Fishlabs title on a non-mobile device, namely Galaxy on Fire 2 Full HD on the Mac—which is easily the best looking instalment within the Galaxy on Fire series so far.

Galaxy on Fire 2 Full HD by Fishlabs

Galaxy on Fire 2 Full HD by Fishlabs

In November we put out Sports Car Challenge, another successful ad-game for Volkswagen featuring highly detailed and beautifully rendered 3D models of the latest super sports cars from Audio, Bentley, Bugatti, Lamborghini, Porsche and Volkswagen! And in December we last but not least won the “Best Studio 2011” award at the renowned German Game Developer Awards.

All of this wouldn’t have been possible without your constant help and support and we’re eager to see what 2012 will have in store for Fishlabs. We’ve got a lot of plans and projects up our sleeves and will reveal the first spectacular news rather soon. Until then the whole Fishlabs team wishes all our friends, fans and partners a Merry Christmas and a Happy New Year! See you soon!

Sports Car Challenge by Fishlabs and Volkswagen (China)

Sports Car Challenge by Fishlabs and Volkswagen (China)

Fishlabs Timeline 2011

02/2011:   Snowboard Hero wins two IMGAwards 2011
03/2011:   Release: Snowboard Hero
03/2011:   Galaxy on Fire 2 wins the “Best Mobile Game” award at the German Video Game Award 2011
04/2011:   Porting: Galaxy on Fire 2 for Android (Xperia PLAY)
04/2011:   Release: Galaxy on Fire 2 – Valkyrie (Add-On)
06/2011:   Release: GTI Edition 35
06/2011:   Porting: Galaxy on Fire 2 for Android (THD)
07/2011:   Release: Waterslide 2
08/2011:   Porting: Galaxy on Fire 2 Full HD for Mac
08/2011:   The Fishlabs team moves to its new headquarters
10/2011:   Porting: Galaxy on Fire 2 HD for iPhone 4S and iPad 2
11/2011:   Porting: Valkyrie for Android (Xperia PLAY)
12/2011:   Release: Sports Car Challenge
12/2011:   Fishlabs wins the “Best Studio” award at the German Game Developer Awards 2011

Hamburg – A Haven for Games Developers

Wednesday, December 14th, 2011

Last Friday, our CEO Michael Schade and the representatives of 19 other Hamburg-based gaming companies attended a special industry brunch in the town hall, where they discussed future proceedings and opportunities for the gaming stronghold Hamburg with the city’s Mayor Olaf Scholz. The constant demand of skilled employees, the tough housing situation (which is especially hard for people who are coming to Hamburg from the outside) and new sponsoring and financing models for upcoming games productions were the main topics of the lively discussion.[full] Needless to say, the city of Hamburg will continue to support its local developers as good as possible in the future and make sure that it will keep its position as Germany’s prior and most vivid gaming location.

Mayor Olaf Scholz and the representatives of Hamburg's Games Industry

Mayor Olaf Scholz and the representatives of Hamburg's Games Industry

In Hamburg, the potential of video games as an industry had been recognized early on and ever since 2003 the city has bolstered its local gaming studios with the aid of the widely spread industry network gamecity:Hamburg. Today, there are about 150 different gaming companies with more than 3000 employees located in Hamburg and it looks as if these numbers will increase rather than decrease in the future. In recent days, the fantastic performances of Hamburg-based studios such as Fishlabs, Bigpoint or Daedelic at the German Game Developer Awards 2011 have given further proof to the fact that Hamburg is indeed Germany’s Game City #1. Video games have become as much a part of our beautiful hanseatic city as the fish market, the Michel and the Alster and we are positive that this development has far from reached its peak yet!

For more information of the city of Hamburg and its local game developers, please visit www.gamecity-hamburg.de.

Snowboard Hero Dev Diary part III – 3D Artwork

Thursday, March 17th, 2011

Fishlabs Snowboard Hero - bird's view on the track with basic textures and wire frameIn today’s chapter we’re taking the fast lane to providing you with deep insights into the production of the ‘Best Sports Game’ at this year’s International Mobile Gaming Awards. Let’s kick-off with a fundamental question: What would a Snowboard Hero be without  a snowy mountain track to board down on? Definitely no snowboarding hero. And that’s precisely the reason why today I’d like to shed some light on the process of modeling the environment of a 3D mobile game. What is it about? 3D modeling is concerned with the physical creation of tracks and spaces that characters move through and you’ll find it is both a fine art and a lot of work. It is truly elemental to any gaming experience and comprises the practical part of level design. You’ll find Fishlab’s 3D artists modeling, framing, shaping, texturing and lighting all day to give you an exciting, challenging and overall appealing boarder paradise. To get the big picture of the entire process myself I spoke with one of our 3D heroes, Simon Richter.  [full]

 

Fishlabs Snowboard Hero - wire frame track  

In the beginning was a plain simple area in 3D modeling program. Each and every one of Fishlab’s digital worlds starts with a single piece of digital clay, so to speak. It is the basis for textures and wire frames that are applied and modeled into the desired shape. But I’m getting ahead of myself. It sounds so simple when put into one sentence, yet the process is lengthy and labor-intensive. It takes Simon up to three months to create a track from scratch and implement it into the final game. Once you realize that the entire model is shaped and textured manually you start to grasp the dimensions of this task. As it is the case with wire frame models you might know from school, digital modeling is just as tedious. Every wire is dragged and stretched by hand before the textures are applied manually. Every single wire, every house and every object. The textures are coloured before the lightmap is applied. When everything is in place Simon exports the file to the engine, where more effects are included. The screenshots below illustrate the process.

 

 

 

 

 

To me, the last step – the one in which horizon and skyline are added – was the most striking. Suddenly the scene seemed very real. A feature you might not recognize at first glance is the fog that came in with the Sky Box. If you look carefully at the ski-lift in the picture with the blue background, you’ll find that it simply ends at some point in the distance. Just as the whole environment does. In order to minimize required processing power the level actually builds up piece by piece as you progress. Simon refers to this progressive addition of level pieces as far-clipping. And this is where the fog comes into play. In a beautifully discreet fashion it hides the abrupt ending of the track in the distance and thus makes the digital reality look truly authentic. Simple, effective, beautiful – exactly how we like our games. If you wonder if far-clipping is really necessary, take a look at the pictures below. The digital worlds in Snowboard Hero are massive and would consume too much memory and processing power of mobile devices. The final track is as huge as the production effort needed for it. Each track takes up to three month to produce while at launch there will be 6 tracks in the game. 3D artwork is quite a work load of art.

 

 

 

 

One of the most important texture layers necessary for creating a ‘real’ feel and look is the lighting texture. It contains the information on what the light situation is at every single point of the track. Every shadow, every spot of light is put in place manually. There are two different lighting textures for every track. One contains the information for the track itself, i.e. how the light shows in the environment. The second layer includes the lighting situation for the game characters at any given point on a track, as they are boarding down the piste or half pipe. The different layers of textures are put on top of the 3D mesh, which in turn consists of the collision mesh and the environment. The collision mesh is the area your character can not exit, its name is derived from collision detection in physics, which in turn explains why game engines are called physics engines. At the end of the day you have layers on layers of information, telling the program in what formation it should arrange the digital matter at hand.

 

 

Last but not least I proudly unveil a piece of 3D games trickery that instantly reminded me of “The Truman Show” with Jim Carrey: The Sky Box. What made the track on the screenshots look totally real in the end was the skyline. But how is it done technically? After all, it rides along with your character and reacts to every move you make. Yet again, the answer is genuinely genius and simple. Put the character into a box that goes wherever he goes. That way you always see the horizon you normally would in the position you are actually in. Just as Truman lived in a studio box he could not outrun, the characters in Snowboard Hero have their very own Sky Box. Please don’t try to do what Truman did, though, there really is no escape for game characters. To produce a Sky Box a landscape picture is brought onto a panorama model. This model looks a lot like a 3D cinema with the shape of an arena. The character is driving in in the middle of it throughout the entire game. It’s so simple yet huge that it really changed my perspective on gaming. Having said this, I sincerely hope this chapter of the Snowboard Hero dev diary was equally enlightening for you, too. Have a view-altering day and game on!

 

Fishlabs Snowboard Hero - the Sky Box

Galaxy on Fire 2 Developer Diary Part 5: Cinematic Trailer = Cinematic Gameplay?

Tuesday, September 14th, 2010


In the previous Chapter of the Galaxy on Fire 2 Developer Diaries, “The Sound of Galaxy on Fire 2“, we met with Fishlabs Sound Director Gero Goerlich and Jan Werkmeister, Managing Director of periscope studio. Music and Sound Design of GoF 2 were covered – aspects that are still being neglected in many iPhone game productions.[full]

The current chapter was innitially supposed to be called “Making of the GoF 2 Cinematic Trailer”. However, it quickly became evident that the interview was about more than the Cinematic Trailer. Suddenly it became a whole discourse about the reciprocal influences of games and film: Cinematic Trailer = Cinematic Gameplay?

The interviewed were Michael Schade (CEO Fishlabs), Gero Goerlich (Sound Director Fishlabs) and Peter Lund (Geschäftsführer eachfilm).

Galaxy on Fire 2 Cinematic Trailer HD

Kai: How did you come to hire eachfilm?

Michael: We produced all of the trailers for our Java games in-house. Because of the low resolution, they only needed a couple of MB. Now the trailer on iPad resolution is 450 MB compressed and a full 2.5 GB uncompressed. A totally different order of magnitude. That was one of the main reasons we said we could never pull it off internally, if only just because we don’t have the hardware for it. The other point is that everything is becoming more and more cinematic with increasing performance on iPhone 4 and iPad. Even though we have published very substantial titles, GoF with its game depth and complex storyline is something different. The trailer is extremely important, because that is where consumers see the completed game for the first time. That is why we said, ‘Let’s talk to the pros about how to make a good trailer!’

Kai: How did Fishlabs come into contact with eachfilm?

Peter: We met for the first time in Barcelona, at the Mobile World Congress and were introduced there. We talked about a cinematic trailer for Galaxy on Fire 2 for the first time at the MLOVE Confestival.

Michael: Peter showed me then on his iPhone what eachfilm had already produced for other companies: music, fashion, etc. I really liked the imagery.

Kai: What was the exact distribution of jobs in the cooperation with Gero in the sound department?

Michael: The transition was rather fluid. When I proposed the job, ‘We have to create a cinematic trailer!’, Gero said, ‘I’ll think of something!’ And at first I thought, ‘Oh great, now the sound guy is doing film. But, OK, let’s see.’ I didn’t have any concrete expectations, and then Gero came up with a really good storyline and an initial layout for the trailer. I was very positively surprised that Gero is actually not just an outstanding sound designer, but also had such a good feel for trailers. It was so good that I didn’t even notice that he provided the voice for Keith himself.

Kai: What happened next and what was eachfilm’s assignment and the work process?

Peter: The structure of the trailer was already good. Then we considered together with Michael and Gero zusammen what scenes would still have to be recorded in order to create a cinematic trailer. Our initial job was to find out what additional scenes could be recorded, how to add them to the story, and how we could bring out the special features of the iPhone game even better with skilled editing techniques. Because the iPad simulator provides just 3 images per second, Gero recorded about 50 additional scenes in real time directly from the game using a PC version of GoF2 and a special video card. He played the iPad version of the game in a variety of perspectives on the PC and thus recorded scenes from a variety of angles. We got these scenes from him on an external hard drive and imported them to our Avid system over night, so that we could then access the high resolution film material in real time during the editing. Since there was already a layout trailer, this was imported into the editing software and then we first though primarily how we could improve the flow of movement from the game in the edit.

Kai: How is the trailer laid out?

Peter: There is a very action-heavy part and a very quiet bit at the beginning of the film. In between, there is a brief moment where the interface is shown and roughly how a jump gate leads to the action part. The most difficult for me was integrating the variety and depth that’s in Galaxy on Fire 2 neatly into the story along with the action.

Michael: I noticed that our project was significantly different from the film projects you make otherwise. Your question was always, ‘Can we stick another spaceship in here? Can you deliver the graphic assets individually?’, so that we have the background, the space station, and a ship and can make something great out of them. But we didn’t want to do that. The trailer shouldn’t show anything that doesn’t exist in the game. We wanted to emphasise the cinematic aspects of Galaxy on Fire 2 without exaggerating. We didn’t want to fall into the usual overpromising/underdelivering that you see in so many trailers. The rendering is terrific and they look great, but they don’t have anything to do with the actual game. Of course, Peter’s approach to trailers, which does not come from the gaming field, is different. There, you pretty things up with some new elements and pack even more elements in so that the desired effect can be achieved – Peter calls that ‘packing the picture’. We wanted exactly the opposite approach. What the game offers in images – we have to make do with that footage. We had to conjure something really terrific out of that in order to convey in just 2 minutes what Galaxy on Fire 2 stands for and what all it has to offer.

Peter: This approach was really exciting for me. Essentially, viewers can experience the scenes they see in the trailer on the iPad. Then when they play GoF 2 and get into the game, they’ll think, ‘Hey, they promised something and actually kept that promise!’Of course, we had to understand that first. The trick then was to find out where elements in a scene could be additionally emphasised. We enhanced the nuances without giving the feeling that something had been tacked on later.

Michael: In the second production meeting, we reached the point where we had to deal with the composition. Peter went into the individual scenes and worked with speed ramps to make the cuts smoother. Of course, that’s something that doesn’t happen in the game, so that all at once the frame rate increases or the game is suddenly slower. With artistic postproduction techniques like that, we not only fit the cuts exactly to the music, but also certain scenes, such as mass explosions or a dramatic tracking shot, were more heavily accentuated overall through the composition.

Kai: What sort of problems or unusual occurrences happened during work on the trailer?

Michael: What I found really remarkable was that requests from the film production fed back into the game. For example, we had situations where we unanimously thought, ‘We don’t have enough spaceships here! There’s not enough going on! We need more enemies, there has to be more action, sparks need to fly!’ After meetings like that, Gero went to HCK and asked if we could have 20, or even better 40, spaceships at once in a scene. That wasn’t planned, because we never thought the iPad could handle that. But then we implemented it and suddenly saw, ‘Wow! Everything still runs smoothly!’ This way, we wound up with mass battles in the trailer, where it’s just crawling with enemies, and this found its way back into the game. In another example, Gero placed the camera right in front of the cockpit, so that suddenly there was a first person view. That wasn’t actually planned for the game, since it would be impossible for us to build more than 40 cockpits with animated instruments and so on – and that is the only way we would have wanted to implement that. But we liked that very simple view, with just the head up display, so much that we said to HCK, ‘the first person view has to go in.’ Now it’s in the game.

Kai: That underscores a bit what you hear more and more in the games industry lately in terms of games competing with the classical media as an art form, especially film. GoF 2 seems to be a good example of games being a medium in which all these elements converge, sound, storyline, cinematic assets, and moreover there is actually an artistic influence from the player.

Gero: If you start making a game, for example a first person shooter, where the camera follows along from above only for film purposes, then when you make a trailer, it may be that you suddenly consider having the camera from the side or the front for the trailer. When you realise, ‘That’s cool!’, it comes back into the game, and suddenly you have a new perspective in the game that was actually made for the trailer and not the other way around. The work with film literally gives a whole new perspective.

Peter: After I saw the teaser and the rough version of the trailer, I really wanted the game. It spoke to me personally. After transferring Gero’s scenes, I thought, ‘Yes, that’s really good, but will that work in our cooperation?’ The first step was sorting the action scenes, so that all of the movement directions of the spaceships were sorted: all the spaceships fly downward, they all fly to the right, etc. Through this selection, I suddenly spotted an overarching visual logic in the game that I hadn’t seen before. When the first rough cut was finished, the music could be clearly heard, suddenly I thought, ‘…I destroyed the galaxy!’ I was totally overwhelmed by the effect.

Michael: …you’re the boss!

Peter: …and then I thought, ‘I can’t tell anyone about this! How could I explain it, with all the gigantic explosions, the destruction of huge battle cruisers in front of suns, planets, and nebulas?’The pure visual mass spectacle. ‘That is totally wicked.’
Then we went into more detail. The advantage in this project was that we already had a super dedicated soundtrack from Gero in advance, giving us specific timing: quiet, disruption, and acceleration. We placed the images to the music, so that the movements in the game are supported by the music.For example, when the camera slowly turns around the space cruiser while umpteen fighters fly through space around it, and it all fits perfectly to the music, then you have the feeling that you’re right there in the scene.

Michael: …By the way, that with the camera that tracks around the space cruiser at that point is also a function that we didn’t originally have in the game. Until then, it was always the case that you flew after your enemies in third person view following your own ship and blew them away more or less from behind. When they were after you, you could switch to the turret view, but that was fixed to the rear. When we recorded the trailer, we realised that we simply needed more camera angles to convey the enormous scope in GoF 2 and thought, ‘Oh, wouldn’t it be cool if we could do all of that in the game.’ That’s where the feature comes from where, in the external view, you can rotate the camera freely around your ship with the touch display. We call that cinematic gameplay in Galaxy on Fire 2.You approach a cruiser with your wingman. You fire your primary weapons from every tube and toss in three or four more heavy rockets. In the last turn, you switch to the orbit camera, fly away from the cruiser and – as though you were cameraman and director in one – position you and your wingman in the foreground, with the cruiser behind you bursting into a thousand pieces in front of a purple star. What a screenshot – it doesn’t get any better!

Kai: Would Galaxy on Fire 2 work on a big screen?

Peter: The game works on both big and small screens. The combination of reaction and interaction is impressive. The camera movements in GoF 2 are like those in a big budget, American space saga production. It is those camera moves that create tremendous dynamics and thus an orientation in space. It is those movements that pull the player so deeply into the game – just like in a film!

Michael: Funnily enough, it was after repeatedly watching the cinematic trailer that we realised what the term really meant. We have to do a launch event for GoF 2 – in a cinema! Even on the big screen, the trailer looks so great that you can say, ‘Everybody sit down and fasten your seatbelts!’, and I guarantee, people will be blown away!

Peter: Something has occurred to me while we were talking about this. Essentially, the game is even fun when you’re watching. Because GoF 2 is so cinematic, people who view it from the outside can still experience it.

Kai: Is GoF 2 a space shooter whose aesthetic only appeals to men, or do you think that women will also get into Keith’s adventures on their iPhone or iPad?

[long pause]

Gero: [coughs] Errrmmm…

[All laugh]

Peter: It would probably have to be more the ‘warrior’ type. It would need to be tested. That would that be an interesting study, wouldn’t it, Michael?

Michael: We think they’re great! But GoF 2 is very martial and very technology-heavy. We indulge in the cult of weapons and are happy with how cool our spaceships, gadgets, and equipment are – we guys like that! Keith is the cocky but still lovable sort. Like we’d all like to be…

Kai: …So, a bit ‘where men are men’ and we replace the western horse with a spaceship…

Michael: Exactly. If GoF 3 – or whatever it will be called – really is multi-player, the community aspect would naturally be expanded. A lot of journalists have asked recently, for example, if you can customise your spaceship, give it your own look. I think when you get into this area, it looks completely different. If in GoF 3 it is not just spaceships that are the heroes, but you actually see characters who, in turn, wear individual clothing and with whom you can identify, then suddenly it is the person on stage and no longer just the technology. If it then has more to do with individual character and personality as a result, then more women will also be interested in GoF.

Gero: Nevertheless, you shouldn’t forget that GoF 2 already offers more than flying around shooting things. For example, there is a complex trading system and ore mining. But to deal with the game…

Michael: …you have to press the fire button…

Gero: …Definitely. You can’t get by without it. But you also have the opportunity to do other things and to discover other aspects of the game. Trade and mining are just two examples.

Michael: Well, you certainly aren’t going to win first prize in political correctness with a title like this, but that was never the goal.

Peter: What I really liked was the concept of the jump gates. In GoF 2, there is a technology that makes it possible to bridge more than space. I found this aspect totally exciting, because it expresses a kind of magic, namely that the universe in which we find ourselves is simply infinitely large…

Kai: …and we don’t leave it…

Peter: …Not to mention that the jump gates just look cool.

Kai: OK, our time is running out. Any last words?

Michael: I really can’t wait for people’s reactions when the trailer finally goes on-line. Maybe something like, ‘Is it really like that in the game!?’

Kai: And? Is it really like that in the game?

Michael: [laughs] Even better!

Peter: Our intern Basti, who missed the editing and production of the trailer, saw the trailer for the first time after his holiday. His reaction was exciting. He immediately asked when the game was coming out.

Michael: Yeah! Mission accomplished.

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Galaxy on Fire 2 Developer Diary Part 4: The Sound of Galaxy on Fire 2

Thursday, August 12th, 2010

The first three parts of the Galaxy on Fire 2 Developer Diaries have already given us a close look at the upcoming travels of the mercenary Keith T. Maxwell. Along with lead developer Hans-Christian Kühl, who gave us some insights into programming and the course of production in parts 1 and 2, part 3 gave us Fishlabs’ Art Director Marc Nagel, who explained the graphics concept of the Galaxy on Fire series.

In this chapter, we turn to a topic whose importance for mood and overall impression is still underestimated by many game producers outside of AAA console titles: sound design and music. Our interview partners are Gero Goerlich, Sound Director at Fishlabs, and Jan Werkmeister, Managing Director of Periscope Studio in Hamburg, Germany, who was hired to compose the music for GoF 2.[full]

GERO: [laughs] Sound? We’re talking about sound?

KAI: Exactly. The sound design and music in Galaxy on Fire 2 are a major step for Fishlabs. Among other things, sound is planned for the dialogues in parts of the game. Up to now in our titles, they were only displayed as text.

GERO: Yes, we’re actually doing that now!

JAN: I hear you’re working on that with Jeremiah [T-Recs Studios], right?

GERO: Yes, exactly. We had already done the voice recordings for the co-pilot in Rally Master Pro with Jeremiah. Even though that was a comparatively smaller job with just one speaker, the boys really gave it their all. But for the dialogues in GoF 2, we need six speakers, who will, in part, also have to voice a variety of characters. In total, we have over 400 dialogues that have to be spoken.

KAI: Let’s get back to basics. What percentage of a good game comes from the sound design and music?

GERO: About 33.33 %.

KAI: What are the other factors?

GERO: 33.33 % gameplay and 33.33% for the other sense people use for perception, that is the graphics in the game. We don’t have touch, smell and taste yet.

KAI: What are the challenges in sound design and music in a space shooter like Galaxy on Fire 2?

GERO: You have a certain visual mood that is specified and that needs to be appropriately implemented and supported by the sound. Whether it’s music or sound, you have to find a way to bring over and intensify the tension and mood that are supposed to be generated.

JAN: We did the music. In sound design, you can rely heavily on the events or actions. For example, if there is an explosion, then naturally there is the sound of an explosion. I can also work with atmosphere, create certain background moods. What I can do with music, though, goes a step further. There, it’s what is found between the lines. The best example is the Midorians, about whom you [Gero] said, ‘They aren’t so high-class, not so well equipped,’ there is ‘not much value.’ Then we try to bring that out with the music. What might be revealed to players in-game only after several hours of gameplay can expressed immediately with the right music.

KAI: Does the sound design lead, as is usually the case, and the music is laid down later? How exactly does that work?

GERO: The one does affect the other, but you start out differently. ‘What is that, then?’ and, ‘What do you need for that?’ Initially, I selected a variety of music samples and styles to provide everyone in the company who was involved with a first impression of the direction we were aiming for. That means simulating a sound world through music and sounds at first. On the one hand, you have the ‘one-shot’ sounds, that have to be complete in and of themselves. For example, you can’t incorporate the sound of a western revolver in a Galaxy on Fire 2. The sounds have to sound more technical, futuristic. After requirements like that and the direction we wanted to go were clear, Periscope came into play, perfecting them in the form of music, and they implemented it terrifically.

KAI: How important is the position of an in-house sound designer in the production of a game?

JAN: As a result, things are all of a piece. You [Gero] didn’t think up a sound design and then some music is added, rather you thought very carefully how it should be, and we communicated very closely on a level that is not always immediately possible with developers. On that foundation, I could immediately assimilate statements like ‘That needs to sound a bit more like this,’ and do something with it and implement them appropriately. The result is very consistent. I was quite surprised, because I hadn’t heard the sound design before the beta. When you [Gero] played that for me, I immediately thought, ‘Wow! Great! That works!’

GERO: The advantage of in-house sound design is that I know how the people think. On the one hand, there’s what you want to present to the outside, to the players, but on the other hand, there is what goes inward, what sort of feelings the members of the team have about the game. The best part is that, in the end, you have a complete work in which the music fits with the sounds in the game.

JAN: Actually, this procedure is necessary for any high-quality game production. We often take on this task, but if there is someone at the developer who knows what they’re doing and can communicate in both directions, that is, of course, much better.

GERO: In any case, there is a good feeling about the game. The music reflects the atmosphere in the game well and doesn’t get on your nerves, even after playing for a long time. One good example is the layer music that is used in combats. We thought about how to bring in a certain amount of drama through three-level tension or intensity degrees in the various layers of the combat music. Even if you can’t see the enemy yet, you know immediately how hot things are about to get.

JAN: In this approach, by the way, GoF 2 is no different in sound design and music than an AAA console title, which is certainly an exception right now in the field of mobile games.

KAI: What sounds are especially important for GoF 2?

GERO: Over the course of your life, you learn to recognise sounds and identify them. For example, you see a door closing and hear ‘Bam!’, the door closes. Eventually, you learn that the door closes without actually having seen it happen, because you have learned the sound and the event associated with it. The same principle applies in GoF 2. Of course, there is no sound in the vacuum of space, but sci-fi movies have long created a certain sound world which audiences have learned over the years. If they were to hear something now that sounds completely different, it just wouldn’t fit. As a result, you have certain standards, such as the typical ‘pew-pew’ of laser weapons.

You have to try to create something brand new out of that. For example, the integration of organic sounds. I layered a weapon with the squealing of pigs, very nice!

Soundsampel (click to play): Pigs in Space!

KAI: Squealing pigs!?!

JAN: Naturally, that addresses emotions on a different level that can only be triggered with certain sounds.

GERO: The possibilities are very diverse. Of course, you can also use a synthesizer and make the typical ‘pew-pew’ again, and change it a bit, but then it just sounds like synthesizer.

Soundsampel (click to play): Pigs in Space!

Or you start ‘tinkering’ and the result is significantly more complex, as with our blaster that has been enriched with squealing pigs.

Soundsampel (click to play): Pig-enhanced Beam Laser

JAN: Without tinkering, it’s one-dimensional. I think you have to take this multi-dimensional approach with sound, in which every trace stands for something. You just can’t do without that anymore in modern sound design.

KAI: What is the source of most of the sounds in GoF 2?

GERO: There are no sounds in GoF 2 that can be purchased from a library. Every single sound in the game was compiled new from a wide variety of sounds. For example, with all the weapon sounds, I first thought about what the weapon looks like and how it functions, like a thermoblaster, in order to create a sort of acoustic blueprint.

JAN: I know this from our sound designer. This physical approach, thinking about what the weapon actually does. First, the energy is created, then collected, and finally, discharged, compressed through a narrow tube. Using such considerations, you gradually approach a final sound.

GERO: Another important thing here is the term ‘sound world’. In GoF 2, there are many types of weapons with a wide variety of design levels. Every weapon has to sound different, but its type still has to be recognisable. Thermoblasters, for example, have a sound world. That means, each one sounds different, but they have certain acoustic characteristics than can always be recognisedto be a thermoblaster. This is also true, for example, with cannon shots that sound more mechanical and less electric. They also have their own sound world in the GoF 2 universe.

KAI: What can you tell us about the music?

JAN: The approach is similar, of course. With music, things are more emotional, and you work more from your gut. That means, we try to pick up a mood from an emotion or a rough description like, ‘The Midorians are less significant’ or ‘They have antiquated technology’ and reflect that appropriately through music. Sure, we also work with synthesizers, but one alone is practically worthless here. You have to overlay them and combine these different elements to create new music worlds.

KAI: Are there different approaches for the different factions in the GoF 2 universe?

JAN: For the Midorians, for example, we had a basic pool of sounds: Midorians have to sound like this. The space music is then built from that and the variations from that, in turn. What I find particularly important in working with music is the harmonic approach. You can express an incredible amount with an interval of two tones. You can hear that well, for example, in Terran space. Everything is open, because there is nothing to indicate any sort of specific harmony.

Soundsampel (click to play): Terran Space

The Terran station is the same way. There, you hear this open, airy, harmonic, not at all graspable motif.

Soundsampel (click to play): Terran Station

In contrast to this, we have the Midorians. Very definitely a minor approach. ‘Hooooohhh,’ a little strange, ‘hooooooohhhhh’. With dull sounds, in principle low-fi and a bit fusty. That way, I also express at the same time that it is less sophisticated. That comes through very quickly.

Soundsampel (click to play): Midorianischer Raum

Let’s listen to Nivelian space. The approach here is very similar to the Terrans. They are on a somewhat higher technical level. The motif is again very open and has even more high sound elements in it.

Soundsampel (click to play): Nivelian Space

KAI: …That has an ethereal elegance…

GERO: [laughs] Ethereal elegance! I have to write that down…

JAN: …In principle, that is precisely the point that provides sophistication.

Then there are the bionic creatures, the Vossk.

Soundsampel (click to play): Vossk Space

GERO: A bit sick, not so completely clear…

JAN: Semi-mechanical, biomechanical, wrenching sounds. That comes through much more clearly in the station. Distorted sounds, metals are the motif. The harmonics are freakier. That means that you work in the background with intervals and sounds that seem strange and odd from the outset.

Soundsampel (click to play): Vossk Station

KAI: A bit discordant…

JAN: Yes. As Gero said, people learn over their lives how certain things sound. You can build on that. In harmonics, there is a lot of talk about how to work with intervals. In the open space of GoF 2, we work with fifths and major ascending intervals. I want to take sevenths to new heights. The Star Wars music, for example, is created with major sevenths that occur very often. If you want to work with small, cramped spaces, it sounds like this:

fSoundsampel (click to play): Midorian Station

Small intervals, all the sounds are close together. I can express the size of the space relatively quickly with the frequency spectrum.

KAI: You already mentioned the layer-based battle music. Are there different motifs for the individual factions?

JAN: As far as the battle music goes, we essentially have two different approaches in GoF 2: On the one hand, the ‘normal’ approach, which is based more on the orchestral approaches from Hollywood, enriched with synthesizers, so a very cinematic approach.

Soundsampel (click to play): Battlemusic

On the other hand, we have the ‘Void’ approach, which is really much more brutal. It has something from the classic sci-fi approaches, like Bladerunner, but is much more modern.

GERO: Right, combat is combat. Except for the Void, there is no difference. When you fight against enemies from the normal galaxies, you hear the normal battle music. Depending on the number of opponents, the music is more or less intense. But when you fight against the Void, you immediately get this aggressive music and immediately think, ‘Oh, sh…. !’, and you immediately get a corresponding feeling. There are no stations you can enter here and also no breathers.

JAN: Exactly, no deals, no Mr. Nice Guy. Just imagine, you’re flying along comfortably here.

Soundsampel (click to play): Terran Space

Then you make a little jump, and suddenly you’re here:

Soundsampel (click to play): Void Battlemusic

And it’s pretty clear what’s going on. I always think of that scene in ‘Blade’ with the blood shower. I think you notice immediately where you’ve landed when you hear that sound. And you don’t have to be a music professor, it works with everybody automatically.

GERO: That point is really especially important. Music and sound in themselves are a matter of feeling, and less obviously than with graphics. That means an observer, the player for example, sees something and says, ‘Oh, that’s looks beautiful!’, but it rare that someone says, ‘Oh, that sounds wonderful!’ All you notice is, ‘The overall experience is somehow harmonious!’ If the sound doesn’t fit the image, it jumps right out at you that something is wrong, even if you don’t know exactly why.

KAI: That means that sound design and music have a significantly greater influence on the effects of images than we generally think?

JAN: I have a terrific example. Back in film school, we had a seminar on film music, and I think the first thing the professor showed us was images of water, people swimming, the sun in the sky, everything wonderful from below, scored with wonderfully harmonic, pleasant music. Everything was great. Then he switched on the original music, and it was ‘Jaws’. At first, you thought, ‘Oh, the Blue Lagoon!’ and suddenly your impression of the images flipped 180 degrees.

GERO: That is the point. The same sequence, nothing in the image changes, and yet everything is different – that is sound. But because you can’t smell it, see it, or touch it, the whole thing operates on a completely unconscious level.

JAN: Which, of course, doesn’t make the position of sound in a production any easier. Many developers have no real connection to the subject, and so sound is often the last thing that is taken care of. GoF 2 takes a completely different approach, with one expert in-house and one expert outside, fully aware that it advances the production. Ultimately, players will probably say, ‘Cool!’ without even knowing why.

KAI: How would you characterise the sound and music world of GoF 2?

GERO: It’s hard to describe. We have our own world that arises from all the elements like graphics and story. On the one hand, there’s outer space, with planets, suns, nifty nebulas, and myriads of stars, as we know it. It looks good. Especially on these small devices, that is really fantastic. But then there is that openness which is characteristic for GoF 2. The sound supports this open, highly variable world. You can’t say that it is like Star Wars or Star Trek. That has nothing to do with it. It is triggered by its own idea. We thought a lot about and hotly debated how we could develop our own GoF 2 sound… I think we succeeded very well. At the same time, it is also difficult to describe, because the sound can’t easily be compared to existing titles.

JAN: I think it is the result of a process. From the first examples you [Gero] prepared, there was a rough direction, but we made our way into another world of sound, especially in terms of complexity. We went so far with the Midorians that we had to back-pedal somewhat, because some things went far beyond what you’re used to hearing.

GERO: You have everything from the digitally hardcore Void battle sound to very organic and harmonic sounds of the Nivelian world.

JAN: Despite the bandwidth, people would notice if something didn’t fit. So it is a bandwidth that belongs together.

GERO: It has its own signature.

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